I've heard that the skin morph modifer in 3dsmax does not respond to the z-rotation of the bones, the twist.

Would it be possible to get the skin morph modifier in Max to react to the z-rotation of the bone by wiring the z-rotation parameter to a new bone's x or y. Then using that value to drive the skin morph. I've been thinking about this and have yet to test this idea.

You would have a redundent looking bone wiggling about somewhere, maybe set up a set of these away from the object and hide them?

Has anybody tried this method and would it actually work?

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11-08-2006, 12:26 PM

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